Search found 48 matches

by ixnorp
Sun Jun 21, 2020 7:34 pm
Forum: Ideas and Suggestions
Topic: Restore "planned fluid" alt-view overlay for pipes removed with 0.18.32
Replies: 5
Views: 1863

Re: Restore "planned fluid" alt-view overlay for pipes removed with 0.18.32

I hope this can be modded back in. I am really going to miss this feature. It was so nice to have since pipes are such a pain in the ass to work with.
by ixnorp
Fri Jun 12, 2020 11:27 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 71928

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

The thought process behind redesigning beacons is being hamstrung by calling them "beacons". That implies they're attracting attention to themselves and that they're the important entity rather than broadcasting some sort of information or radiating some kind of power. It's probably way to...
by ixnorp
Fri May 03, 2019 5:24 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 54332

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

Have you considered talking to the noclip people on youtube?
by ixnorp
Fri Apr 12, 2019 6:55 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 35450

Re: Friday Facts #290 - Rail building changes & High-res icons

irbork wrote: ↑
Fri Apr 12, 2019 6:29 pm
The ghost rail planner tries to blow up the cliffs even if the cliff explosives technology is not researched or even disabled by mod.
:idea: The new rail planner should take it into consideration and path around the cliffs in those cases.
This is what I came here to post. Seconding.
by ixnorp
Fri Apr 05, 2019 7:36 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 56924

Re: Friday Facts #289 - Character GUI

I feel the logistics tab would benefit a lot from an option to temporarily turn off the logistics trashing (and maybe requesting too? It's super annoying any time I die and have logistics requests set because I'm too slow to escape my fast bots who refill my current inventory which was already full...
by ixnorp
Fri Apr 05, 2019 7:33 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 56924

Re: Friday Facts #289 - Character GUI

I'm concerned about how incredibly tiny that search button is on the mock up. I thought that too, although you can always use ctrl+f. The button is probably there more as a hint that that you can do so than anything else. I would assume the tooltip also tells you the shortcut. If not it should. I a...
by ixnorp
Fri Apr 05, 2019 7:22 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 56924

Re: Friday Facts #289 - Character GUI

I'm concerned about how incredibly tiny that search button is on the mock up.
by ixnorp
Fri Mar 08, 2019 4:11 pm
Forum: News
Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
Replies: 65
Views: 29510

Re: Friday Facts #285 - Bugs, Bugs, Bugs.

I'd love to see more examples of the graphical glitches.
by ixnorp
Mon Mar 04, 2019 10:06 pm
Forum: Releases
Topic: Version 0.17.5
Replies: 83
Views: 39601

Re: Version 0.17.5

FactorioBot wrote: ↑
Mon Mar 04, 2019 5:47 pm
Fixed NPE crash on sending biters if you plaster half the map with furnaces (yes, seriously). (66369)
This is my new favorite bug. Creative use of game mechanics!
by ixnorp
Fri Aug 03, 2018 7:18 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 81129

Re: Friday Facts #254 - No research queue for you

If you're not going to have a queue, then can you please make the 'research finished' screen be less of an interruption? It's really frustrating to be working on something closely and suddenly he snapped into a very different context. Notify me that research is done, but let me choose when to go in...
by ixnorp
Fri Aug 03, 2018 7:12 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 81129

Re: Friday Facts #254 - No research queue for you

I am extremely entertained that the main argument provided in favor of keeping the research queue is player choice or keeping it an option when the also-optional choice to use mods exists. :lol: This should not be overlooked: If the dev team ultimately doesn't believe this is worth putting in the b...
by ixnorp
Fri Aug 03, 2018 6:17 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 81129

Re: Friday Facts #254 - No research queue for you

I am extremely entertained that the main argument provided in favor of keeping the research queue is player choice or keeping it an option when the also-optional choice to use mods exists. :lol: This should not be overlooked: If the dev team ultimately doesn't believe this is worth putting in the ba...
by ixnorp
Fri Jun 15, 2018 11:44 pm
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 141
Views: 60984

Re: Friday Facts #247 - Pricing and its exploits

My initial reaction to Satisfactory was "This looks stupid why would I want to play a Factorio clone in first person view."

Then I watched the trailer and my opinion immediately changed to "I WANT IT NOW."
by ixnorp
Fri Jun 01, 2018 7:53 pm
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 59479

Re: Friday Facts #245 - Campaign concept

The many crossing branches in the Science Tree paths that occur when you have images like https://eu2.factorio.com/assets/img/blog/fff-245-science-pack-technologies-cropped.png are visually confusing. Someone who looks at it for a bit can figure it out but maybe they could be made more visually dist...
by ixnorp
Fri Apr 06, 2018 8:55 pm
Forum: News
Topic: Friday Facts #237 - Rich & interactive text
Replies: 72
Views: 37336

Re: Friday Facts #237 - Rich & interactive text

I hope this feature will support aliases either via modding or some other sort of easily user accessible interface. Then someone can make a mod where we can just do common items as [item=IronPlate], moddable items like [item=CobaltOre], or custom community tags like [xterm] showing a tiny dude being...
by ixnorp
Thu Mar 01, 2018 12:31 am
Forum: Releases
Topic: Version 0.16.27
Replies: 51
Views: 36181

Re: Version 0.16.27

Loving the new refined concrete texture. Thank you, artists!
by ixnorp
Fri Feb 23, 2018 10:12 pm
Forum: News
Topic: Friday Facts #231 - Belt compression & Crash log uploading
Replies: 89
Views: 45093

Re: Friday Facts #231 - Belt compression & Crash log uploading

You've made the right choices regarding crash logs. You'll never make everyone 100% happy no matter what you do, but this will make the largest number of people happy in the long run.
by ixnorp
Fri Jan 05, 2018 10:30 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 338556

Re: Friday Facts #224 - Bots versus belts

I tend to use bots in the medium to late game. I'd describe myself as a complexity-loving revamp-mod-using wanna-be Megabaser who never actually finishes any megabases. I also don't really enjoy using bots as much as I enjoy using belts, but I use them anyways. Why? Here are some of my thought proce...
by ixnorp
Sat Aug 06, 2016 6:43 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 307740

Re: [0.12.x][v0.12.10] Bob's Logistics mod

I don't quite understand the "Logistics Zone Interface" item. Would someone be kind enough to offer examples of its usage?
by ixnorp
Tue Jul 05, 2016 12:32 am
Forum: Duplicates
Topic: [0.13.0] Terrain segmentation
Replies: 50
Views: 21903

Re: [0.13.0] Terrain segmentation

Another thing i've noticed is if I set enemy spawns to low or very low everything, but starting area to "none" it's as if the biter settings got turned to very high. That sounds reasonable because if you don't have a starting area there's no ramp of difficulty. It's more of a mod option, ...

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